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. Patrick Mundy Series Original version, Special edition, Release 16-color version October 1990 ( 1990-10) 256-color version December 1990 ( 1990-12) CD-ROM version 1992 Special edition July 15, 2009 Mode(s) The Secret of Monkey Island is a developed and published.

It takes place in a fantastic version of the during the. The player assumes the role of, a young man who dreams of becoming a pirate and explores fictional islands while solving puzzles. The game was conceived in 1988 by Lucasfilm employee, who designed it with and. Gilbert's frustrations with contemporary adventure titles led him to make the 's death almost impossible, which meant that gameplay focused the game on exploration.

The atmosphere was based on that of the theme park ride. The Secret of Monkey Island was the fifth game built with the engine, which was heavily modified to include a more user-friendly interface. Critics praised The Secret of Monkey Island for its humor, audiovisuals, and gameplay. The game spawned a number of sequels, collectively known as the.

Gilbert, Schafer and Grossman also led the development of the sequel. LucasArts released a of the original in 2009, which was also well received by the gaming press. Contents. Gameplay The Secret of Monkey Island is a played from a. Via a interface, the player guides protagonist Guybrush Threepwood through the game's world and interacts with the environment by selecting from twelve verb commands (nine in newer versions) such as 'talk to' for communicating with characters and 'pick up' for collecting items between commands and the world's objects in order to successfully solve puzzles and thus progress in the game. While conversing with other characters, the player may choose between topics for discussion that are listed in a; the game is one of the first to incorporate such a system. The in-game action is frequently interrupted.

Like other, The Secret of Monkey Island features a design philosophy that makes the player character's death nearly impossible (Guybrush does drown if he stays underwater for more than ten minutes). Led the game's development and conceived its plot (2011 photo). Gilbert soon realised that it would be difficult to design the game by himself; he decided to join forces with and, both of whom he hired for Lucasfilm. The game's insult sword fighting mechanics were influenced by swashbuckling movies starring, which Gilbert, Schafer and Grossman often watched for inspiration. They noticed that pirates in those films often taunted their opponents instead of attacking them, which gave the designers the idea to base the game's duels on insults rather than combat. Writer helped them write the insults during a visit to Lucasfilm's headquarters. Many of Gilbert's original gameplay ideas were abandoned during the production process, although he stated that 'most of that stuff was left out for a reason'.

(left, 2011 photo) and (right, 2007 photo) co-wrote the game's plot with Gilbert and supplied programming. The game's plot, as described by Dave Grossman: 'It's a story about this young man who comes to an island in search of his life's dream. He's pursuing his career goals and he discovers love in the process and winds up thinking that was actually more important than what he was doing to begin with.

You’re laughing, but there's actually something deeper going on as well.' When work on the plot began, Gilbert discovered that Schafer's and Grossman's writing styles were too different to form a cohesive whole: Grossman's was 'very kind of a dry, sarcastic humor' and Schafer's was 'just a little more in your face'. In reaction, Gilbert assigned them to different characters and story moments depending on what type of comedy was required.

Grossman believed that this benefited the game's writing, as he and Schafer 'were all funny in slightly different ways, and it worked well together'. Schafer and Grossman wrote most of the dialogue while they were programming the game; as a result, much of it was improvised. Some of the dialogue was based on the designers' personal experiences, such as Guybrush's line 'I had a feeling in hell there would be mushrooms', which came from Schafer's own hatred of fungi. The game's world and characters were designed primarily by Gilbert. After having read ' historical fantasy novel, he decided to add themes to the game's plot. He also cited Powers' book as an influence on the characters, particularly those of Guybrush and LeChuck.

Inspiration for the game's ambiance came from Gilbert's favorite childhood amusement park ride,. Grossman said that Gilbert always wanted 'to step off the ride' and 'talk to the people who lived in that world'. Near the final stages of the design work, Gilbert introduced several characters who were not directly related to the game's story. He considered this to be an important decision, as the player would need those seemingly minor characters in later parts of the game and would receive a chance to 'really interact with them'.

The developers included a character from (another 1990 Lucasfilm Games title). When approached for conversation, the character encourages the player to purchase Loom. Creative and technical design Gilbert, Schafer and Grossman's primary goal was to create a simpler and more accessible gameplay model than those presented in previous Lucasfilm titles. Gilbert had conceived the main designs and puzzles before production began, which resulted in the bulk of the designers' work to flesh out his ideas.

He was frustrated by the adventure games that was releasing at the time, and later said that 'you died any time you did anything wrong'. Gilbert considered such gameplay as 'a cheap way out for the designer'. He had previously applied his design ideas to the 1987 graphic adventure title, but committed a number of mistakes during development, such as dead-end situations that prevented the player from completing the game and poorly implemented triggers for cutscenes. Gilbert aimed to avoid such errors in The Secret of Monkey Island. The team decided to make it impossible for the player character to die, which focused gameplay primarily on world exploration. The Sierra game-over screen was parodied, when Guybrush falls off a cliff only to be bounced back up by a 'rubber tree'.

The same scene in the special edition. The verb portion of the screen has been removed as part of a control overhaul, while the background artwork has been made more elaborate to build a much more vibrant environment. The Secret of Monkey Island was the fifth Lucasfilm Games project powered by the engine, originally developed for Maniac Mansion. The company had gradually modified the engine since its creation. For Maniac Mansion, the developers verb commands in the SCUMM scripting language.

These commands become more abstract in subsequent versions of the engine. The developers carried over the practice of referring to individual segments of the gameworld as 'rooms', even though the areas in Monkey Island were outdoors.

The game uses the same version of the engine used in Indiana Jones and the Last Crusade, with minor changes. A was added, which facilitated conversation options and the sword-fighting puzzles. The developers removed the 'What is' option (an input command that describes an on-screen object to the player) in favor of allowing the player to simply highlight the object with the mouse cursor. The game's improved interface became the standard for the company's later titles.

The game also introduced logical verb shortcuts, which could be performed with the mouse; for example, clicking on a character defaults to the 'talk' action, the most obvious action in the situation. SCUMM's visuals were updated for the game—the original version had a 320x200 pixel resolution rendered in 16 colors. According to artist, that became a major limitation for the art team; due to a low number of 'ghastly' colors, they often chose bizarre tones for backgrounds. They chose black and white for Guybrush's outfit for the same reason. The version of the game later corrected these issues by implementing 256 color support, which allowed for more advanced background and character art. The VGA (and other platform releases) removed the infamous 'stump joke' from the game, which was a joke in the EGA version in which the player would examine a tree stump in the forest. Guybrush would exclaim that there is an opening to a system of catacombs and attempt to enter, but this would result in a message stating the player needed to insert disc 22, then 36, then 114 in order to continue.

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The joke resulted in numerous calls to the LucasArts hotline asking about missing discs. As a result, the joke was removed from later editions and is a mentioned as a conversation option for the LucasArts Hint Hotline in the sequel.

The game's 'pirate ' music was composed by Lucasfilm Games' in-house musician in format. It was his first project at the company.

The game was originally released for in 1990, but a version with a high-quality CD soundtrack followed in 1992. The music has remained popular, and has been remixed by the musicians of and by the game's fans. The Secret of Monkey Island ultimately cost $200,000 to produce, and was developed over nine months. Special edition LucasArts released a with updated audiovisuals titled The Secret of Monkey Island: Special Edition in July 2009 for, and exclusively via., and versions followed early in 2010 for download on their respective services. LucasArts confirmed the game's development on June 1, 2009; rumors appeared several days earlier when the Xbox 360 version of the game received an rating. The game was first displayed to the public at the 2009 in June.

The remake features hand-drawn visuals with more detail, a remastered musical score, voice work for characters, and a hint system. The developers included the function to switch between 2009 and original audiovisuals at will. The voice actors included Dominic Armato as Guybrush Threepwood and Earl Boen as LeChuck; most had provided voice work in sequels to The Secret of Monkey Island. LucasArts's game producer Craig Derrick and his team conceived the idea of the remake in 2008. After researching the ' history, they decided to make 'something fresh and new while staying true to the original', which resulted in the idea of The Secret of Monkey Island 's remake. The developers tried to leave much of the original design unchanged. Any changes were intended to achieve the level of immersion desired for the original.

To that end, they added details like a pirate ship or pirates talking in the background of scenes. While the team considered the SCUMM interface revolutionary at the time, LucasArts community manager Brooks Brown noted that it is incompatible with an analog stick, which most consoles use. The designers made the cursor contextual to the game objects as the primary interface. Brown had considered updating the reference to advertise because Loom was not on the market at the time, but concluded that the game would not be the same if such changes were implemented. Prior to the Special Edition release, however, LucasArts announced that Loom, along with other games from its back catalog, would be made available on. Brown stated that the decision to distribute the game online was because 'digital downloads have finally gotten going'.

Reception Reception Review scores Publication Score 94% 90% 90% 92% 90% 84 922 (Amiga) 918 (Atari ST) 915 (IBM PC) 91% The Secret of Monkey Island received positive reviews from critics. According to Gilbert, it 'sold well' but was 'never a big hit.'

Grossman later summarized that the game's sales were 'north of 100,000, far south of 1 million'. Hartley, Patricia, and Kirk Lesser of praised the designers' attention to detail, and cited the game's humor as a high point. Although they believed that the game was too expensive, they summarized it as 'a highly enjoyable graphic adventure replete with interesting puzzles, a fantastic soundtrack, superb graphics, smooth-scrolling animation, and some of the funniest lines ever seen on your computer screen.' Duncan MacDonald of praised the graphics and found the game 'quite amusing'.

His favorite aspect was the fine-tuned difficulty level, which he believed was 'just right'. He ended his review, 'At last an adventure game that's enjoyable rather than frustrating.' Paul Glancey of consider the game superior to Lucasfilm's earlier adventure titles, and wrote that, 'Usually the entertainment you get from an adventure is derived solely from solving puzzles, but the hilarious characters and situations, and the movie-like presentation. Make playing this more like taking part in a comedy film, so it's much more enjoyable.' He considered the puzzles to be 'brilliantly conceived' and found the game's controls accessible. He summarized it as 'utterly enthralling'.

's Steve Cooke also found the controls convenient, and he praised the game's atmosphere. He wrote that, 'in graphics and sound terms.

Monkey Island, along with, is currently at the head of the pack.' However, he disliked the designers' running joke of placing 'TM' after character and place names, which he thought detracted from the atmosphere. He singled out the game's writing, characters and plot structure as its best elements.

's Mark Ramshaw wrote, 'With The Secret of Monkey Island, the mouse-controlled, graphic-adventure comes of age.' He lauded its comedic elements, which he believed were the highlight of the game. The reviewer also praised the control scheme, noting that it allows the player to 'more or less forget about the specifics of what they are physically doing. And lose themselves in the adventure instead.' He noted that the game's plot and visual and aural presentation fit together to create a thick atmosphere, and finished, 'Forget all those other milestone adventures (, et al) — for sheer enjoyment and general all-round perfection, The Secret of Monkey Island creams 'em all in style.' The game, along with its sequel, was ranked the 19th best game of all time by Amiga Power. Writing for, Paul Presley stated that 'Lucasfilm appears to have taken all of the elements that worked in its previous releases and, not only incorporated them into this tale of scurvy swashbuckling, but even improved on them in the process!'

Like the other reviewers, he praised its controls. He also lauded its 'hilarious storyline, strong characters and. Intriguing setting', but complained about graphical slowdowns. Nick Clarkson of cited the game's graphics as 'flawless', noting that 'the characters are superbly animated and the backdrops simply ooze atmosphere.' He highly praised its sound effects and music, and believed that its controls 'couldn't be simpler'. The staff of wrote that the 'attention to detail and the finely tuned gameplay cannot be faulted.'

They called the graphics 'stunning throughout', and believed that, when they were combined with the 'excellent Caribbean tunes', the result is a game filled with 'character and atmosphere.' They ended by stating that 'there is absolutely no excuse for not owning this game.' Said that ' Monkey Island offers up LucasArt's famous humor at its best. For an adventure you'll long remember, raise your cup of grog'. The Secret of Monkey Island has featured regularly in lists of 'top' games, such as Computer Gaming World's Hall of Fame and 's Video Game Hall of Fame.

In 1991, placed The Secret of Monkey Island on its list of the 50 best computer games of all time, calling it 'genuinely funny'. In 1996, Computer Gaming World ranked it as the 19th best game of all time, writing, 'Who could ever forget the insult-driven duel system or the identity of the mysterious Swordmaster?' In 2004, readers of voted it as the 33rd top retro game. IGN named The Secret of Monkey Island one of the ten best in 2009, and ranked the Xbox Live Arcade version as the 20th best title of all time for that platform in 2010. In 2017, The Secret of Monkey Island ranked 78th in the 'Scientifically Proven Best Video Games of All Time,' a statistical meta-analysis compiled by Warp Zoned of 44 'top games' lists published between 1995 and 2016. Special edition Reception Aggregate scores Aggregator Score 87.73% (Xbox 360), 86.08% (PC) 88/100 (Xbox 360), 86/100 (PC) Review scores Publication Score 9 out of 10 4 out of 5 8 out of 10 8.7 out of 10 Like the original release, The Secret of Monkey Island: Special Edition received positive reviews from critics. Sean Ely of praised its updated audio, and said that the new graphics 'blow the old clunker visuals.

Out of the water'. He cited its script, humor, plot, puzzles and balanced difficulty level as high points, and finished, ' The Secret of Monkey Island: Special Edition is impressive, hilarious and downright worth your money.' Daemon Hatfield of wrote, 'Almost 20 years after its releaseThe Secret of Monkey Island remains a blast to play.' He called the new graphics 'slick, if a little generic', and noted that the 'original graphics have a certain charm to them that the fancy pants new visuals just don't.' However, he enjoyed the redone music, the new hint function, and the added sound effects and voice acting. He summarized it as 'one of the best times you'll ever have pointing and clicking', and noted that 'few games are this funny.'

Justin Calvert of noted that 'the Special Edition looks much better and is the only way to play if you want to hear. What characters are saying, whereas the original game's interface is less clunky.' However, he wrote that 'the voice work is such a great addition to the game that it's difficult to go back to the original edition.'

He praised its humor, writing, puzzles and characters, and he believed that it had aged well. 's Dan Whitehead wrote, 'Purists like me will almost certainly find something to grumble about over the span of the game, but the overall impact of the redesign is undeniably for the better.'

However, he preferred the original game's Guybrush design, and believed that the new control system was 'rather less intuitive' than the old one. He finished by stating that 'few games can stand the test of time with such confidence'.

See also: The Secret of Monkey Island spawned four sequels. The first, was released in 1991 and focuses on LeChuck's return. Six years later, LucasArts released, which features a new visual design. In 2000, the company released, which uses the engine of to produce 3D graphics.

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The next title, released in 2009, is a series of five. Elements of the game have appeared elsewhere in popular culture. The original version was selected as one of five for the exhibition The Art of Video Games in the in 2011. A fictive drink recipe in the game for was mistakenly reported as real in 2009 by Argentinian news channel, which urged adolescents against consuming the dangerous 'Grog XD' drink. In, Guybrush refers to this news story while pushing the Grog XD button on a Grog machine. Serial number password recovery bundle 2012 setup. References.

LucasArts Entertainment Company LLC. Archived from on June 23, 2006 – via. Lucasfilm Games.

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The Secret of Monkey Island Manual. Shamoon, Evan (April–May 2008). Retrieved November 26, 2011. ^ (October 1990). The Secret of Monkey Island. ^ 'The Making Of – The Secret of Monkey Island'. December 5, 2008.

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It's sold out. Which is fine by me, the kerosene and battery acid tend to keep me up at night. External links.

Monkey Island 2: LeChuck's Revenge LucasArts Director(s) Ron Gilbert Series, Original version, Special edition, Release Original version December 1991 Special edition July 2010 Feb 1 2017 Mode(s) Monkey Island 2: LeChuck's Revenge (also simply known as Monkey Island 2) is an adventure game developed and published by in 1991. It was the second game of the, following, and the sixth LucasArts game to use the engine. It was the first game to use the sound system. The game's story centers on the wannabe.

After defeating ghost pirate in The Secret of Monkey Island, little is known of what happened between Guybrush Threepwood and. The sequel involves Guybrush's attempts to find the mysterious treasure of Big Whoop. The development team for Monkey Island 2 was largely the same as for the first game in the series.

The project was led by, and he was once more joined by and. The game was a critical and commercial success. Its HD was released in 2010 and it was released again for the, via, on February 1, 2017. One of the changes for the Special Edition (bottom) from the original (top) is the updated high-definition graphics.

Following the release of a Special Edition of in 2009, a Special Edition of Monkey Island 2 was released for the, and platforms in July 2010. The Mac OS X version has not yet been released whilst the iOS version was retired in March 2015. The special edition includes updated graphics, updated high-quality audio engine, new voice-overs, additional content such as concept art, and an in-game hint system. The 'lite' mode from the original game ('for game reviewers') has been omitted. Further, the original introductional sequence with the main musical theme has been removed, purportedly because it displayed credits for the original game, now outdated. Players can opt to switch from the updated version into the original at any time during the game, though an option allows players to retain the voice-overs of the remake.

Players can opt to use the original point-and-click control scheme, or can directly control the movements of Guybrush using a control pad or similar device. The remake was announced by LucasArts during their annual Game Developers Conference on March 10, 2010, with the previous creators of the adventures, Ron Gilbert, Tim Schafer and Dave Grossman, in attendance. The trio of game designers have recorded a commentary track for the Special Edition that can be brought up in many locations, using silhouettes in the fashion of overlaid on the graphics. Craig Derrick announced on a new interface that was in the vein of 's and a return of the original voice cast, including as Guybrush, as Elaine, as LeChuck, and even as Wally. Was also confirmed as Dread and as additional voices. The Special Edition was given a score of B+ by Gaming Bus; the site stated that there was more music and it was of higher quality, the graphics were improved, there was additional content, and the core game was still intact, though the hints were too helpful and there were some problems with controls. Archived from on 23 June 2006.

^ Judith Lucero (1991). 'Playing the Game'.

Monkey Island 2: LeChuck's Revenge Manual. ^ Judith Lucero (1991). 'About Monkey Island 2: LeChuck's Revenge'. Monkey Island 2: LeChuck's Revenge Manual. Monkey Island 2: LeChuck's Revenge. Level/area: Scabb Island.

Guybrush: No, I'm in search of treasure. The biggest treasure of them all.

A treasure so valuable and so well hidden, that it haunts the dreams of every pirate on the seas. / Fink: You mean. / Bart & Fink: Big Whoop? / Guybrush: None other. Now I'm trying to charter a ship and look someplace else. When I return, I'll have riches galore, and a whole new story. Gilbert, Ron (2 September 2015).

Grumpy Gamer. From the original on 4 September 2015. Retrieved 4 September 2015. Gilbert, Ron (September 20, 2004). From the original on July 23, 2013. Retrieved April 17, 2006.

Luc Gilbertz (27 October 2003). IMuse Island. From the original on 14 July 2011. Retrieved 13 December 2010. (December 1991).

Monkey Island 2: LeChuck's Revenge. LucasArts Entertainment Company LLC.

Scene: Monkey2.exe unknown flag input. I: Internal speaker; a: Adlib(tm) sounds; s: SoundBlaster(tm) sounds; r: Roland(tm) sounds. Amiga Power staff (February 1992). 'Preview of Monkey Island 2: LeChuck's Revenge'.

Monkey Island 2 Walkthrough

^ Daniel of Amiga Computing (February 1992). 'Monkey Island 2: LeChuck's Revenge Review'. Amiga Computing Issue 51. ^ Rand, Paul; Boone, Tim (February 1992). 'Monkey Island II Review'. CVG Issue 123.

Monkey

^ CU Amiga staff (January 1995). 'Monkey Island 2 Rerelease Review'. CU Amiga Magazine Issue 79. Murphy, Mark (2002-07-03).

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'The PC Gamer Top 50 PC Games of All Time'. Skylar, John (June 22, 2014). From the original on July 9, 2017. Archived from on October 24, 2007. O'Conner, Alice (2010-06-16). From the original on 2010-07-03. Retrieved 2010-06-16.

Crecente, Brian (2010-03-10). From the original on 2010-03-14. Retrieved 2010-03-11. ^ Clark, Matt (2010-06-16).

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